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Dark Eldar v1.4

 Post subject: Dark Eldar v1.4
PostPosted: Thu Oct 25, 2007 7:23 pm 
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EDIT This has been updated with 1.4.1 on 10-29-07.  My apologies for the confusion, folks.  Check out the notes on the list.
Follow this link here or the wikiwiki war page for the latest version of the Epic Armageddon Dark Eldar list.

Notes are at the bottom of the list indicating all the changes and why they were made. ?Missing from the changes is the Slavebringer. ?Despite my inclination to adjust this beastie I'll leave it alone for now per the request of the public.

This is my attempt to wrap up the Dark Eldar changes before Epic Raiders is completed. ?You'll notice Corey and Ben are making changes to their lists as well based on the feedback.

With that said, more feedback is better. ?Playtests are extremely helpful so please post battle reports (even summaries) for us to read.





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 Post subject: Dark Eldar v1.4
PostPosted: Thu Oct 25, 2007 8:22 pm 
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Nice work mosc. :)
Just yesterday I had a game with them (used 4+save on vop) and that was my second win with my dark friends. :)

Just took a quick grace of 1.4 and I really like new artwork on it. And before you it reaches final stage, I'll make those missing models.

-Now perditor's macro weapon, is on wrong line.
-Executors critical hit paragraph misses words "disintegrator array" after except the

Overall all changes look good and surely, slavebringer doesn't need boost, it is a good plane. :D

What does that free planetfall allow, just ordinary planetfall without space craft? Has it's transport mechanism changed?

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 Post subject: Dark Eldar v1.4
PostPosted: Fri Oct 26, 2007 2:07 pm 
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Well I've updated the file so for the ten people who downloaded this sorry for the inconvenience.  Perditor and Executor have been fixed.  No doubt the question will arise as to why I changed the critical on the Executor.  The reason is that I'm anticipating issues down the road with an Executor that has a critical but is participating in assaults.  If the weapons are gone, does it get to firefight?  By spelling it out it resolves this issue.  Also it made no sense to me that one weapon system would be saved above the others.  Given that the Free Planetfall opens up another minimum 150 points on Titans and Aerospace, the opportunity is now there to beef up AA even further.  So for these rare occasions when a critical comes into play, the loss of the array won't be felt as much.

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 Post subject: Dark Eldar v1.4
PostPosted: Fri Oct 26, 2007 6:38 pm 
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A question, and it maybe that this was already thought through before in the dim and distant past of the list, so aplogies if this has already been answered...

On the Slavebringer, why only one shadowfield? Should this be bumped to two to allow it to possibly regenerate a field if only one is knocked down?

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 Post subject: Dark Eldar v1.4
PostPosted: Fri Oct 26, 2007 8:41 pm 
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Whoa, you made it even worse. How can craft of that size lose all weapons to a single point of damage? Really I'm not huge fan of this critical (I didn't like last one too much either)

It should have at least self-defensive weapons left (hail of splinters), because I'd suppose that they'll work even in dire situations.

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 Post subject: Dark Eldar v1.4
PostPosted: Fri Oct 26, 2007 8:43 pm 
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ooohh yeah.. hadn't thunk of it that way.... ?:blush:

Hena, the rewrite is clear as you presented for the Executor, but I disagree with the comment about the Slavebringer thing. A list would just be cumbersome.





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 Post subject: Dark Eldar v1.4
PostPosted: Fri Oct 26, 2007 9:26 pm 
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Hena, I will make those changes to the Executor description - good suggestion.  Although I may just take out that statement about the Slavebringer and just put a comment in the notes.  Most players should know that aircraft cannot be transported.  

As for adding more armament, I added one more die to the Hail of Splinters to give the unit a nudge.  I've considered giving it another desolator but I think at this point I'll hold off until the free planetfall can be evaluated.  I think that is a monsterous assist to the unit and it may be all it needs.

The Slavebringer.  I can tell you there isn't a unit on this list that causes me as many headaches as this one.  The reason we gave it 1 shadowfield was to stick with a loose ratio of 2 Damage Capacity to 1 shadowfield.  Later on we ended up bumping that ratio to 3:2.  Since the Slavebringer only has 2 DC we just left it at 1 shadowfield.  Now I have concerns that they aren't worth their points.  They have no reinforced armor, their armament is only adequate, and the one shadowfield sometimes just doesn't cut it (as evidenced from my last game when I had 525 points go down in flames).  I considered giving them 5+ reinforced armor but it would only improve their survivability slightly.  So what to do?

Part of me says nothing.  The one benefit the Slavebringer has is that it is not purchased out of the 1/3 WE/aerospace allocation, so buying a bunch of them is feasible.  There is nothing requiring you to bring them into the jaws of the enemy either.  If there is a lot of AA then just remember that they ain't Vampires (and certainly not Thunderhawks).  In addition fluffwise these things are used for ferrying prisoners, not decisive military strikes.  

So I am open to suggestions.

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 Post subject: Dark Eldar v1.4
PostPosted: Fri Oct 26, 2007 9:51 pm 
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Moscovian- I understand the reasoning behind the Slavebringer, and I think the logic and fluff both hold together.

Having said that, I would add the extra shadowfield, and break the 3:2 limit for this unit and this unit alone. It would still work with the fluff as it isn't upgrading armour or weapons, and doesn't seem to be as big a change as the 5+ RA you mentioned.

Anyone want to try it out like that?

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 Post subject: Dark Eldar v1.4
PostPosted: Fri Oct 26, 2007 10:33 pm 
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Nice work on the list Mosc! :)

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 Post subject: Dark Eldar v1.4
PostPosted: Sat Oct 27, 2007 7:32 am 
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I found that you have limited DE consolidation moves to 15cms? Why that kind of change? Normal eldar are allowed to move full movement value and it feels wrong that DE are slower. I hope it is a typo. :)

TheLimey: If SB get another field, it increases it?s durability about half or so. For example intercepting 3 fighta-bommers hits on 5+ and cause one hit, and lost field is regenrated for next turn. Tbolts with 4x5+hits probably won?t take both off either. It will become very save transport method even against nightwings (6x 5+, so 2 hits, only fields off). Really I don't want too see pricehike for it.

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 Post subject: Dark Eldar v1.4
PostPosted: Sat Oct 27, 2007 11:46 am 
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This change is to keep the DE in alignment with the Eldar 1.8 changes.  While it isn't without disagreement, this is an argument that was done to death at Specialist Games so it will remain as hard and fast for the DE unless it gets changed back for the Eldar.

For everybody, I  fully support the changes being made to the Core rules and the army lists.  Whether these changes are endorsed by the ERC and Specialist Games or simply accepted by the community, the DE list will reflect these changes.  Thusly the change to free planetfall, and the deletion of the support craft description from the special rules (because it is now part of the new core rules).

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